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177 lines
4.1 KiB
C++
177 lines
4.1 KiB
C++
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHPrimalScream.cpp $
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// $Date: 2002/11/22 21:28:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHPrimalScream.cpp,v $
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// Revision 1.9 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.8 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.7 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.6 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.5 2002/07/01 21:44:16 Flayra
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// - Refactoring
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//
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// Revision 1.4 2002/06/25 18:14:54 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.3 2002/06/03 16:39:10 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.2 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHAlienWeapons.h"
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#include "mod/AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "common/hldm.h"
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#include "common/event_api.h"
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#include "common/event_args.h"
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#include "common/vector_util.h"
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#include "mod/AvHAlienEquipmentConstants.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#ifdef AVH_SERVER
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerUtil.h"
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#endif
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#include "mod/AvHConstants.h"
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LINK_ENTITY_TO_CLASS(kwPrimalScream, AvHPrimalScream);
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int AvHPrimalScream::GetBarrelLength() const
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{
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return kPrimalScreamBarrelLength;
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}
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float AvHPrimalScream::GetRateOfFire() const
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{
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return BALANCE_VAR(kPrimalScreamROF);
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}
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bool AvHPrimalScream::GetFiresUnderwater() const
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{
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return true;
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}
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int AvHPrimalScream::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = -1;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_BITE2:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_SPIKE:
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theDeployAnimation = 8;
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break;
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}
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return theDeployAnimation;
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}
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float AvHPrimalScream::GetDeployTime() const
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{
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return .6f;
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}
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int AvHPrimalScream::GetIdleAnimation() const
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{
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return 2;
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}
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int AvHPrimalScream::GetShootAnimation() const
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{
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return 6;
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}
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bool AvHPrimalScream::GetIsDroppable() const
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{
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return false;
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}
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void AvHPrimalScream::Init()
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{
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this->mRange = BALANCE_VAR(kPrimalScreamRange);
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}
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char* AvHPrimalScream::GetViewModel() const
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{
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return kLevel3ViewModel;
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}
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void AvHPrimalScream::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kPrimalScreamSound);
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this->mEvent = PRECACHE_EVENT(1, kPrimalScreamShootEventName);
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}
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void AvHPrimalScream::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_PRIMALSCREAM;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsPrimalScream);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHPrimalScream::UsesAmmo(void) const
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{
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return false;
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}
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void AvHPrimalScream::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Make sure we have enough points to shoot this thing
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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thePlayer->StartScreaming();
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#endif
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}
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